Techniques: Disarm, Escape Hold, Lock, Reverse Hold*, Takedown, Throw
Special Bonus: A character with Aikido can face a number of opponents up to his rating in Aikido without receiving the penalty for "Opponent Has Friends in Melee." Note that the opponents still get their bonus for having friends in the melee, but the aikido expert doesn't get the penalty.
A Japanese martial art that is defensive and (in some versions of the style) almost pacifistic in nature. The name can be translated into "way of union with ki, the life force of the universe". It involves the manipulation of joints in various locks and escapes.
Techniques: Block, Evade, Grapple, Strike
Special Bonus: Characters may use their Boxing skill in place of their Body to soak the damage from unarmed combat attacks. Additionally, Boxing Strikes receive +2 power.
Not exactly a martial art, but it's included here for the purpose of general unarmed combat. Boxing is a sport involving mostly hand attacks (usually wearing padded gloves) and the ability to stand toe to toe and be pummeled by your opponent.
Techniques: Block, Evade, Handstand Kick*, Kick, Knee Strike, Strike, Sweep
Special Bonus: For the first action in melee, the opponent must make an opposed INT test vs. the attacker's Style to realize that he's under attack (If the opponent fails the roll, the capoeirist gets a free, undefended attack for his first action in melee!) After that, the opponent takes a +1 modifier to all attacks made against the capoeirist regardless of the outcome of the initial roll.
A Brazilian martial art developed by slaves, the techniques in the style were originally passed along to students in the form of dance, so anyone being attacked by a capoeirist may not even realize they're under attack! After the initial attack is over, the opponent still has difficulty predicting exactly where the capoeirist will strike due to the unique nature of the style.
Techniques: Block, Evade, Flying Jump Kick, Kick, Multiple Punch*, Strike
Special Bonus: Users of Carromeleg receive a -1 TN modifier to "Step Inside" or "Step Outside".
The Elven martial art; it emphasizes speed over strength. It is a very rare martial art to see on the streets, only the elves of the Tir should know it! The elves gained their inspiration from nature and how it compensated for its own weaknesses, and exploited others'.
Techniques: Lock, Throw, Grapple, Disable, Strike
Special Bonus: When using a Ch'in-na Disable or Lock, characters receive a -2 modifier.
One of the first arts that involved studying the nerves, tendons, joints and muscles of the human body. This is the ancient precursor to Aikido, Jujutsu and many other modern forms. Although Ch'in-Na is really a form of wrestling, its precise holds, strikes and locks can be disabling or deadly. The student spends equal amounts of time studying the body, sparring with fellow students and teachers, and meditating in solitude.
The Ch'in-Na master will always seek to grasp at the body's most vulnerable and fragile parts. Injuries inflicted include severed tendons, dislocated joints, and nerve damage. Usually this starts with a paralyzing attack followed by systematically inflicted damage on the helpless victim.
All Ch'in-Na masters conduct their classes in the strictest of secrecy. Students take a blood oath to never reveal the identity of any living Ch'in-Na artist (although deceased masters can be talked about and revered). Initial acceptance also requires the potential student to make a large cash gift (from 10,000Y to 100,000Y). Even after "graduation," a Ch'in-Na student may be expected to continue offering yearly gifts from 1,000Y to 5,000Y.
Techniques: Strike, Kick, Jump Kick, Sweep
Special Bonus: Choy-Li-Fut martial artists receive +1 power to all stressed techniques.
Created in 1838 as one of many offshoots of Shao-Lin Kung Fu. The form is very aggressive, concentrating on long hand techniques like roundhouse and overhand swings. A Choy-Li-Fut master, when confronted with a fight, will immediately attack, plunging right into the middle of any group of opponents. Using the circular parry, she will fend off any attacks while lashing out with a flurry of hand strikes, snap kicks and back sweeps.
Instruction in Choy-Li-Fut is available in monasteries and martial art schools throughout China, as well as in Hong Kong, Taiwan and in the United States.
Techniques: Choke, Distract*, Elbow Strike, Kick, Step Inside, Strike
Special Bonus: Coppo is designed for close-fighting; no Coppo techniques receive penalties after using the Step Inside technique. When using a Coppo Strike attack, the character may choose to do physical damage instead of stun damage with a +2 TN modifier instead of the usual +4 (as described in Fields of Fire). When doing physical damage, the character may use his skill level instead of his strength for the power of the attack.
Coppo is a rather vicious martial art that specializes in studying the weak points in the human anatomy and exploiting those with bone-crunching strikes. A hit from a Coppo expert is likely to snap the bone cleanly without much force being applied.
Techniques: Block, Elbow Strike, Evade, Kick, Strike
Special Notes: When using Drunken Style, one's opponent is forced to make a Intelligence vs. the attacker's Skill in Drunken Style Kung Fu every time his is attacked. If the perception test fails they think it's just a dumb drunk with good luck! For every attack thereafter, the opponent gets a -1 modifier to this test as he or she slowly learns the the Drunken Master means business.
The idea behind the Drunken Style Kung Fu is purely deceptive, all the moves can be performed while imitating a drunken stupor. Also called Ts'ui Pa Hsien, meaning the "Eight Drunken Fairies Form." When someone encounters a master it seems to be nothing more than happening across an ordinary drunk. Wobbling unsteadily, stumbling to the ground, making uncertain hand movements, and continuously singing or talking incoherently. All attacks and defenses seem to be pure accidents, with a hand outstretched at exactly the right time, a stumble to the left just in time to avoid a blow, and so forth. It is said that the greatest masters can leave their opponents completely defeated, but without a clue as anything other than "dumb luck" being the cause.
Drunken style may be humorous, but it is also very difficult to learn. Years are spent practicing each small movement, along with the tremendous variety of foot and leg techniques.
Techniques: Disarm, Elbow Strike, Kick, Step Inside, Strike
Special Bonus: Escrima is designed for use against an armed opponent, and makes use of the unarmed combatant's inferior reach. No Escrima techniques (except Kick) recieve penalties after using the Step Inside technique.
Escrima is the national Martial Art of the Phillippines, and was designed with the unarmed combatant facing armed foes in mind. It is vicious and brutal, often combining elbow and fist strikes to batter the opponent.
Techniques: Escape Hold, Kick, Lock, Strike, Takedown, Total Disable*
Special Bonus: Once a character with Hapkido has another in a Lock or Takedown hold, he receives an additional -2 to the TN for the Total Disable technique.
An aggressive martial art that combines the joint manipulations of Aikido with the more straight-forward kicks and punches of styles like Karate and Kung Fu. Many versions of the Hapkido style emphasize pre-emptive strikes and ending a fight quickly. Hapkido also specializes in nerve pressure points to incapacitate their opponents.
Hard Kung Fu (Fu-Chiao Pai or Tiger Claw Kung Fu)
Techniques: Block, Jump Kick, Kick, Knee Strike, Strike, Multiple Punches*
Special Bonus: Characters receive a +1 bonus to the power of all attacks.
Kung Fu is sometimes viewed as the Chinese version of Karate. Many styles are patterned after the movements of animals. Hard Kung Fu is a style that emphasizes power and strength. Some examples of Hard Kung Fu animals are Tiger, Eagle, and Leopard, among others.
Techniques: Block, Disarm, Kick, Multiple Punches*, Step Inside, Strike, Sweep
Special Bonus: A practitioner of JKD receives no penalties for stressed techniques after Stepping Inside.
Have you seen any of the old Bruce Lee vids? JKD is the style he created, and the name means "Way of the Parrying Punch." Its main attack is to block the opponent's attack (thus creating an opening), and deliver one short, deadly punch from very close in.
Techniques: Escape Hold, Grapple, Sweep, Takedown, Throw
Special Bonus: Characters can use half their skill rating as impact armor against the Throw technique, and when taking damage from falls.
Judo originates from ancient styles, but has developed into a modern sport and martial art. Its name can be translated as "soft, flexible way". It focuses on ways to fall safely, and also on grapples and throws.
Techniques: Block, Disable, Disarm, Lock, Strike, Takedown, Throw
Special Bonus: Characters receive a special -1 TN to the base TN of the Takedown technique.
"Whatever works. That's Jujitsu!" And that's the best way to describe this pragmatic, "no-holds-barred" martial art. Major techniques include Atemi-Waza "vital points," Kansetsu-Waza "joint locking techniques" and Nage-Waze "throwing methods." Defensively Jujitsu specifically has movements to counter daggers, sticks and both close and unarmed attacks. Other names for the art include: "the art of gentleness," "the art of pliancy," and "the art of suppleness."
A master will use anything at hand, from a ring of keys to dirt thrown in the opponents eyes, to gain an advantage. Ideally the opponent will be thrown or joint locked until helpless.
Techniques: Block, Jump Kick, Kick, Strike, Sweep, Throw
Special Bonus: Characters receive a +1 to the speed and to the power of their Strike, Kick, and Jump Kick attacks.
Karate is based on using many parts of the body as a natural arsenal and means, in Japanese, “empty hand.” Feet, hands, elbows, knees, and even the head, deliver blows. Karate deploys force through a knowledge of action/reaction, linear destructive force and using an opponent’s energy against him. Originating in Okinawa in the first half of the century, karate’s roots can be traced back hundreds of years to the Chinese kung-fu teachers who trained the Japanese islanders.
Techniques: Strike, Kick, Knee Strike, Elbow Strike
Special Bonus: Li-Chi techniques are used while close up, and do not receive penalties after the user Steps Inside.
Short-hand Kung Fu gets it's nickname from the fact that most of the movements are based on a boxing distance, close enough for hand movements but too close for anything but snap kicks. Other strengths are rapid stance changes and intricate hand movements.
The Li-Chi master will enter combat steadily and deliberately, advancing to combat range. Then it becomes a simple matter of out fighting the opponent with as many blows as possible.
Techniques: Strike, Elbow, Kick, Flying Jump Kick, Throw
Special Bonus: Characters using this concentration receive a +1 to the power of their stressed attacks.
Mantis Style Kung Fu originated in Southern China by the Shao-Lin Priests. The Praying mantis is a very powerful form, it is based on long kicks and very fast strikes. Mantis Form practitioners like to wait to jump into Combat and take down their opponent as quickly as possible. They do not fool around or do any show of power. They're in and out. Martial Artists look up to the power that the Mantis Style holds, for this art is very hard to master.
Techniques: Block, Disable, Jump Kick, Kick, Strike
Special Bonus: A character with Ninjitsu can use his Ninjitsu concentration just like Centering when rolling for stealth checks. In other words, he can roll Ninjitsu to reduce the modifiers for Target Number of stealth checks (if the Target Number has been increased due to wounds or adverse conditions), or to get extra successes on a stealth check. The Centering rules are on page 42 of the Grimoire.
The art of the ninja. Also called the art of invisibility, it originated with the assassins in medieval Japan and has an emphasis on stealth and secrecy. It is probably one of the most exclusive styles in the world, so GMs should feel free to restrict characters from choosing this style without a very good reason in their background.
Techniques: Disable, Disarm, Evade, Grapple, Kick, Lock, Step Inside, Strike, Throw
Special Bonus: Sambo Strikes are used while close up, and do not receive TN penalties for after the attacker has "Stepped Inside". Also, practitioners of Sambo recieve a -1 modifier when attempting to use the Disable or Lock techniques.
Sambo is the former Soviet Army's own Martial Arts. This is a hybrid of wrestling, jiu-jitsu, judo, aikido, karate.and just plain nastiness. The goal of sambo (a Russian acronym meaning “Self-Defense Without Weapons”) is to lift an opponent and throw him to the ground. Then, submission locks are inflicted on shoulders, elbows and legs. Strangle-holds are not a part of sambo, because (as they say in Russia), “If you strangle an enemy you remove one soldier from the field, but if you break his leg you remove three - the victim plus two people to carry him away.”
Techniques: Block, Evade, Jump Kick, Kick, Lock, Strike, Sweep
Special Bonus: If a student of Sankukai spends a round of melee using
only Evade or Block, then he rolls (Skill + Intelligence) vs. the opponent's
skill (resisted). Combat Pool and Karma dice may NOT be added to this roll.
The number of the Sankukai student's net successes acts as a negative modifier
for any offensive technique that the student attempts during the next round
of combat with that opponent. A round of melee must be spent using Evade
or Block each time the student tries to anticipate the opponent's attacks.
This bonus does not work against multiple opponents; only one opponent
may be "anticipated" at a time.
Techniques: Block, Jump Kick, Kick, Stamp Kick, Strike, Sweep
Special Bonuses: Savate Jump Kick, Kick, Stamp Kick, and Sweep recieves +1 speed. Also, when using a Savate basic Kick no penalties are received if an opponent uses Sweep.
“French Boxing” - as savate is commonly called, combines boxing-style punches with a variety of kicks including low, short, side, lateral reverse, front reverse and others. Feet and fists are used in a succession of quick strikes called “hits” designed to maximize the efficiency of movement. Savate training also usually includes cane fighting and the use of light swords. Savate began as a kicking, brawling streetfighting style in 17th century France. It was combined with English boxing maneuvers in the 18th century to become a thorough and respected martial arts style. A savate fighter is called a savateur (fem. savateuse) or tireur.
Techiques: Block, Kick, Lock, Strike, Sweep, Takedown
Special Bonus: Characters using Shao-Lin Kung Fu get +2 to the speed of all stressed techniques. When Using this concentration the character may never strike first, only in self defense or in the defense of others.
This is the original version of Kung Fu (also called Gung Fu), and the martial art that spawned hundreds of derivative forms. It has shaped and influenced all the martial arts. Player Characters should find it difficult (or well-nigh fraggin' impossible) to find a Shao-Lin Master to teach them this ancient fighting style.
Soft Kung Fu (Leopard Style Kung Fu)
Techniques: Disable, Escape Hold, Kick, Strike, Takedown
Special Bonus: Characters receive a +1 bonus to the speed of the Strike and Disable techniques.
Kung Fu is sometimes viewed as the Chinese version of Karate. Many styles are patterned after the movements of animals. Soft Kung Fu emphasizes speed, accuracy and agility. Some animals that are used as models for Soft Kung Fu include Monkey, Snake, and Crane, among others.
Techniques: Bite, Choke, Earclap, Gouge, Head Butt, Kick, Strike, Tackle
Special Bonus: Streetfighting is far easier to learn than any other "style". When increasing a character's Streetfighting Skill or any Specialization of it, subtract 2 Karma Points from the total calculated cost to raise the skill level (minimum Karma cost cannot be less than 1, though).
Streetfighting is perhaps the only martial art with no formal training whatsoever. It represents the combat style of your average ganger. Techniques are always learned in combat, so Streetfighters learn quicker than most (or get pummeled to death early on). "Stressed" techniques represents techniques most commonly used rather than techniques taught.
Techniques: Escape Hold, Evade, Grapple, Ram*, Strike, Throw
Special Bonus: Sumo wrestlers may roll thier (Sumo Skill + Body Attibute) when making a Knockdown test to determine if their opponent remains standing after an attack. If unfamiliar with Knockdown and Knockback rules, page 103 of SRII.
The "big-man" wrestling of Japan. It is one of the most popular sports in Japan, where they fight in a dirt ring called a "dohyo." There are Power Slaps (Strikes) in this style, but Grappling and Throw (as well as the classic Sumo Ram) are the main techniques of Sumo. Sumo very popular among the Samoans and Hawaiians, who have achieved fame in Japan as Sumo wrestlers. Mongolia also has a version of Sumo.
Techniques: Block, Jump Kick, Kick, Spinning Jump Kick*, Strike
Special Bonus: Characters receive a +1 bonus to the speed of all kicking attacks: Jump Kick, Kick, and the exclusive Spinning Jump Kick.
Originally developed by the Korean military to provide a quick and effective means of self-defense training for their troops, Tae Kwon Do literally translates as "the way of the hand and foot".
Techniques: Block, Kick, Lock, Strike, Sweep
Special Bonus: Characters may add 1/2 of their skill (round up) to their Body when rolling to soak impact attacks (such as falling and unarmed combat) and also when rolling to resist disease or toxins.
Tai Chi is most commonly looked at as an exercise program, and is not often considered practical for self defense. However, when practiced properly, it can be very effective. It is practiced throughout China by young and old alike, and much time is spent on breathing control.
Techniques: Block, Evade, Kick, Strike, Sweep
Special Bonus: Character using this concentration receives -2 to target #'s when attacking a target they have achieved surprise over (or is otherwise unsuspecting of the attack).
Tai-Jutsu is the art of assassination. Sometimes referred to as the Warriors of the Night, they carry an arsenal of tricks and techniques designed for infiltration, penetration, assassination and terror. Tai-Jutsu masters always attempt to finish their fights as quickly as possible. That can mean a devastating attack with bare hands or weapons, or just the throwing of shuriken to cover an escape. Remember that Tai-Jutsu masters only care about the mission, killing is unimportant unless it becomes absolutely necessary.
Techniques: Disarm, Evade, Kick, Strike, Sweep
Special Bonus: The Te artist receive a +1 to the power of all Kicks and Strikes.
This is a Martial Art from the islands of Okinawa in southern Japan. It is also known as "Ryukyu (Okinawan) Karate".
Techniques: Elbow Strike, Jumping Knee Strike*, Kick, Knee Strike, Strike
Special Bonus: Characters receive a +1 bonus to the speed and power of all kick attacks. Additionally, no penalties are recieved when and opponent attempts to Sweep while attacker is attempting a Muay Thai Kick.
The national sport of Thailand. Also called Muay Thai, and sometimes referred to generically as kickboxing. The emphasis in this style is on speed and power, and it is especially focused on kicking attacks, such as the Knee Strike.
Techniques: Strike, Kick, Block, Kill*
Special Bonus: Tien-Hsueh Masters learn the Kill technique, which is a strike done by one finger touching a part of the body doing (Skill D) physical damage.
To study Tien-Hsueh, the Chinese art of "Touching Vital Points," requires a complete knowledge of (meta)human anatomy. The student becomes as familiar with the flow of blood, the workings of the body's organs and most importantly with the nervous system, as any surgeon would. So precise is the knowledge, that a character can kill with the touch of a finger. Not merely kill instantly, but kill inevitably, so the victim will die hours, or even days, after the injury. Characters who choose to study Tien-Hsueh must have a Biology Skill Rating (or Concentration in Human Anatomy) of at least 10. (I know this sound harsh, but look at the stats on the Kill technique and you'll see my reasoning).
Techniques: Escape Hold, Grapple, Lock, Reverse Hold*, Takedown, Throw
Special Bonus: Wrestlers receive a -1 to the TN of the Grapple and Escape Hold techniques.
The traditional sport, not really a martial art, per se, but included here anyway along with Boxing. The combatants attempt to pin each other to the ground, using a combination of holds and takedowns.
